Bugged is wrong word. Overtuned is the better word.
I remember reading you saying that you entered the wrong number, at some point before the forum went down. That isn't really a bug, but it's not really tuned either

Bugged is wrong word. Overtuned is the better word.
I remember reading you saying that you entered the wrong number, at some point before the forum went down. That isn't really a bug, but it's not really tuned either![]()
That was in v2.
G
Yeah, that's why I had random happiness drops from 300 to 100 for no apparent reason, aside from expanding. It's not even funny when the freshly produced 5 pop city instantly eats ~20 of happiness.1) Happiness doesn't curb expansion as much. Overall it is much easier to expand.
But it does, literally reduces produced food by the percentage. Which can get pretty ugly if you dip into into negative values, which forces some of cities to remove specialists, which causes even more unhappiness and reduces the food further...2) Happiness does not penalize satellite city growth. In the base game, every point of population eats a happy, and pop in your big super city tends to be more valuable, so its a bigger penalty. Growth is not hindered in the mod.
And how is it different from the base game? The biggest sources of percentages were basic buildings (which could be constructed in any city), NWs didn't even contribute much to it.3) Loss of most percentile bonuses. This is the big one. Without these big bonuses, a super city doesn't mean anything. Every city is just as good as any other, as long as I can get the bonuses. And that's where number 4 comes in...
Wide also has to pay for building maintenance, which skyrockets pretty high the more cities you have.4) More static bonuses from specialists, terrain, and buildings. In general all of these areas have had their static bonuses buffed. And wide is able to acquire more of them.
There was a balance point in the base game? Never knew about that.Now again to reiterate, I don't think the current place is a bad place to be, but its important to note that the balance point has changed compared to the base game imo.
Yeah, that's why I had random happiness drops from 300 to 100 for no apparent reason, aside from expanding. It's not even funny when the freshly produced 5 pop city instantly eats ~20 of happiness.
And how is it different from the base game? The biggest sources of percentages were basic buildings (which could be constructed in any city), NWs didn't even contribute much to it.
Strigvir, one thing we should consider is that our prospectives are very different I bet because of our difficult levels.
In the base game, happiness is a static force, no matter which difficulty you play on you have to deal with it in roughly the same way.
In the mod happiness is a factor of average values, and since you are having to contend with very strong bonuses (I think you mention you played immortal, kudos btw!) I would imagine you get a lot more unhappiness.
I'm generally on prince and most of my cities get 2 unhappiness, my good cities have 0. Throw in a few happiness bonuses (rationalisms +1 per connected city, honors +1 per garrison) and my cities don't generate unhappy.
Nah, I also play on prince (emperor in the old system) and the screenshots were from the prince game.Strigvir, one thing we should consider is that our prospectives are very different I bet because of our difficult levels.
Iirc it uses median values, otherwise all wide civs would be wrecked by tall civs with their super cities.In the mod happiness is a factor of average values, and since you are having to contend with very strong bonuses (I think you mention you played immortal, kudos btw!) I would imagine you get a lot more unhappiness.
You didn't say how much cities you have.I'm generally on prince and most of my cities get 2 unhappiness, my good cities have 0. Throw in a few happiness bonuses (rationalisms +1 per connected city, honors +1 per garrison) and my cities don't generate unhappy.
Urbanization penalty adds on top of usual unhappiness sources. So the starting colonist city will give 5+1.5 base unhappiness. Also it raises needs by 2% in each city, itself included. Hence 20 uhappiness in the end.All of that said, I know it used to be that a city could not generate more unhappiness than its population, has that changed? I didn't think a 5 pop city could generate 20 unhappy.
Regarding gold sinks in general:............. Another idea would be tying it into war weariness, making it increase unit maintenance as well - protracted wars are a lot more expensive than short skirmishes or a standing peacetime army. That way, having lots of gold "buys" you the ability to have long wars - or potentially bleed dry enemies if you have bigger coffers (this effect should, of course, scale with era - early game wars are penalized enough by the war monger penalty).
Might be something related to an exploit where you could give your "occupied" cities to someone to hold so that your enemies couldn't retake them later if they had the chance.- Not a single civ would accept cities as a gift, even if they were doing well in economy and happiness. Sometimes the cities offered would be adjacent to their territory.
- I imagine this must be difficult to code, I was helping all the way the Zulus on a war in their territory, providing units or fighting with my own, and giving them technology. Still they were repeatedly sending spies, being caught and promising they wouldn't do it any more. At some point they choose a different ideology and they denounced me. Is there something that can be done that AI realizes better who is helping them?
Sell them for gold.- The "Conscription" Policy on might is annoying for someone who likes to control which units and when to build;